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#14 MrT (Baldy) AI
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parent
1702b86432
commit
6c624cc2e4
72
src/enemy.h
72
src/enemy.h
@ -2294,7 +2294,7 @@ struct Human : Enemy {
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STATE_RUN,
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STATE_AIM,
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STATE_DEATH,
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STATE_WAIT,
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STATE_WAIT, // == STATE_FIRE for MrT
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STATE_FIRE
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};
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@ -2325,7 +2325,7 @@ struct Human : Enemy {
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}
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virtual void updatePosition() {
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fullChestRotation = state == STATE_FIRE || state == STATE_AIM;
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fullChestRotation = state == STATE_FIRE || state == STATE_AIM || (state == STATE_WAIT && getEntity().type == TR::Entity::ENEMY_MR_T);
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if (state == STATE_RUN || state == STATE_WALK) {
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float angleY = 0.0f;
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@ -2480,15 +2480,81 @@ struct Cowboy : Human {
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};
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#define MRT_DIST_WALK 4096
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#define MRT_DAMAGE 150
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struct MrT : Human {
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MrT(IGame *game, int entity) : Human(game, entity, 200) {
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animDeath = 14;
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animDeath = 14;
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jointGun = 9;
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jointChest = 1;
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jointHead = 2;
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state = STATE_RUN;
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}
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virtual void onDead() {
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game->addEntity(TR::Entity::SHOTGUN, getRoomIndex(), pos, 0);
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}
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virtual int getStateGround() {
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if (!think(false))
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return state;
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float angle;
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getTargetInfo(0, NULL, NULL, &angle, NULL);
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if (nextState == state)
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nextState = STATE_NONE;
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switch (state) {
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case STATE_STOP :
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if (nextState != STATE_NONE)
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return nextState;
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if (targetIsVisible(HUMAN_DIST_SHOT))
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return STATE_AIM;
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if (mood == MOOD_SLEEP)
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return STATE_WALK;
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return STATE_RUN;
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case STATE_WALK :
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if (mood == MOOD_ESCAPE || !targetInView)
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nextState = STATE_RUN;
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else if (targetIsVisible(HUMAN_DIST_SHOT))
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nextState = STATE_AIM;
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else if (targetDist > MRT_DIST_WALK)
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nextState = STATE_RUN;
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else
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break;
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return STATE_STOP;
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case STATE_RUN :
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if (mood == MOOD_ESCAPE || !targetInView)
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break;
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if (targetIsVisible(HUMAN_DIST_SHOT))
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nextState = STATE_AIM;
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else if (targetDist < MRT_DIST_WALK && targetInView)
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nextState = STATE_WALK;
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else
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break;
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return STATE_STOP;
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case STATE_AIM :
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flags.unused = false;
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if (nextState != STATE_NONE)
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return STATE_STOP;
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if (targetIsVisible(HUMAN_DIST_SHOT))
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return STATE_WAIT; // STATE_FIRE
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return STATE_STOP;
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case STATE_WAIT : // STATE_FIRE
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if (!flags.unused) {
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doShot(MRT_DAMAGE, vec3(-20, -20, 300));
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flags.unused = true;
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}
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if (mood == MOOD_ESCAPE)
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nextState = STATE_RUN;
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break;
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}
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return state;
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}
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};
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